-- CALC_EVIL_EYES_GRIDS
-- 邪眼BOSS夹层格子

return function(dungeonId, unrealId)
    local bossElement = {[20021] = 20628, [20022] = 20728, [20023] = 20828};

    local ret = {};
    for pos = 1, GRID_SIZE do
        ret[pos] = { [GRID_TYPE_EMPTY] = 0, };
    end

    ret[1] = { [GRID_TYPE_BOSS_BOX] = 90500, };  -- 金币×20000
    ret[2] = { [GRID_TYPE_BOSS_BOX] = 90502, };  -- 史莱姆之罐×2
    ret[3] = { [GRID_TYPE_BOSS_BOX] = 90500, };  -- 金币×20000
    ret[4] = { [GRID_TYPE_BOSS_BOX] = 90502, };  -- 史莱姆之罐×2
    ret[5] = { [GRID_TYPE_BOSS_BOX] = 90500, };  -- 金币×20000
    ret[6] = { [GRID_TYPE_BOSS_BOX] = 90501, };  -- 钻石×1
    ret[7] = { [GRID_TYPE_BOSS_BOX] = 90501, };  -- 钻石×1
    ret[8] = { [GRID_TYPE_BOSS_BOX] = 90501, };  -- 钻石×1
    ret[9] = { [GRID_TYPE_BOSS_BOX] = 90501, };  -- 钻石×1
    ret[10] = { [GRID_TYPE_BOSS_BOX] = 90501, }; -- 钻石×1
    ret[18] = { [GRID_TYPE_BOSS] = bossElement[dungeonId], }; -- 邪眼BOSS
    ret[30] = { [GRID_TYPE_DOOR] = 0, };  -- 门

    -- 配置的
    local layout = UnrealDungeonM.query(unrealId, "layout");
    for pos = 1, GRID_SIZE do
        -- 客户端的位置应该比服务器+1
        local class = layout[pos - 1];

        if class then
            if class == GRID_TYPE_BLOCK then
                -- 隐形障碍格
                ret[pos] = { [class] = 0, };
            else
                ret[pos] = { [class] = UnrealDungeonM.fetchElement(class, dungeonId, unrealId), };
            end
        end
    end

    return ret;
end
